During development of an old prototype that never saw the light, I found the need to create some 2D geometry from a set of points that form a line.

After searching for any algorithm that could make what I needed, with no success, I decided to develop my own.

The algorithm is very simple, it just takes a rope and a width and creates a set of vertices tha form a TriangleStrip to be rendered on screen.


        /// <summary>
        /// Triangulates a line, returning a list of vertices that form a triangle strip
        /// </summary>
        /// <param name="contour">List of points that form the line</param>
        /// <param name="width">Desired with of the geometry</param>
        /// <returns>list of vertices that form a triangle strip</returns>
        public static List<Vector2> Process(ReadOnlyCollection<Vector2> contour,float width)
        {
            List<Vector2> result = new List<Vector2>();
            Vector2 normal = Vector2.Zero ;
            // Generate vertices for each point in the line
            for (int i = 0; i < contour.Count; i++)
            {
                // First and last are special cases, the normal is calculated right away
                if (i == contour.Count - 1)
                    normal = GameMath.Normal(contour[i] - contour[i - 1]);
                else if (i == 0)
                    normal = GameMath.Normal(contour[1] - contour[0]);
                else
                {
                    // For the rest of points, determine the normal as the middle angle between the direction of the previous and next segments.
                    Vector2 delta1 = contour[i] - contour[i - 1];
                    Vector2 delta2 = contour[i + 1] - contour[i];
                    if ((delta1.Length()!=0)&amp;&amp;(delta2.Length()!=0))
                    {
                        delta1.Normalize();
                        delta2.Normalize();
                        normal = GameMath.Normal(delta1 + delta2);
                    }

                }
                // Add two vertices to the vertex list
                result.Add(contour[i] - normal * width / 2f);
                result.Add(contour[i] + normal * width / 2f);
            }
            return result;

        }
        /// <summary>
        /// Returns one normal of the 2D vector
        /// </summary>
        /// <param name="vector"></param>
        /// <returns></returns>
        public static Vector2 Normal(Vector2 line)
        {
            float x = line.X; float y = line.Y;
            Vector2 normal = new Vector2();
            if (x != 0)
            {
                normal.X = -y / x;
                normal.Y = 1 / (float)Math.Sqrt(normal.X * normal.X + 1);
                normal.Normalize();
            }
            else if (y != 0)
            {
                normal.Y = 0;
                normal.X = (line.Y<0) ? 1 : -1;
            }
            else
            {
                normal.X = 1;
                normal.Y = 0;
            }
            if (x < 0)
            {
                normal *= -1;
            }
            return normal;
        }

That code is well enough to generate a credible line in almost all situations. As for UVs, what I did was assign the even vertices the value (X,0) and odd vertices (X,1), where X is the distance elapsed since the line start.

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WaaghMan March 24th, 2009 Development, XNA Programming No Comments